Exemple #1
0
    private void DrawOneLine(AirPort start, AirPort end)
    {
        LineRenderer lineRender;

        if (_lines.ContainsKey(end.GetHashCode()))
        {
            lineRender = _lines[end.GetHashCode()];
        }
        else
        {
            lineRender = new GameObject("linerender").AddComponent <LineRenderer>();
            lineRender.transform.parent = obj;
            _lines[end.GetHashCode()]   = lineRender;

            lineRender.startWidth        = 0.05f;
            lineRender.endWidth          = 0.05f;
            lineRender.material          = new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
            lineRender.receiveShadows    = false;
            lineRender.shadowCastingMode = ShadowCastingMode.Off;
            lineRender.startColor        = Color.yellow;
            lineRender.endColor          = Color.yellow;
        }

        float angle = Vector3.Angle(start.position, end.position);
        float k     = 1f; //角度太大曲线会穿过地球。

        if (angle <= 60)
        {
            k = 1.1f;
        }
        else if (angle > 60 && angle < 120)
        {
            k = 1.3f;
        }
        else if (angle >= 120 && angle < 160)
        {
            k = 1.5f;
        }
        else if (angle >= 160)
        {
            k = 1.8f;
        }


        //确定bezier中间的两个点, 曲线不能太直会穿过地面,也不能太弯会不美观,所以用 k 调整一下。
        Vector3 p1 = Quaternion.AngleAxis(angle * 0.3f, Vector3.Cross(start.position, end.position)) * start.position * k;
        Vector3 p2 = Quaternion.AngleAxis(-angle * 0.3f, Vector3.Cross(start.position, end.position)) * end.position * k;

        lineRender.positionCount = 100;

        for (int i = 1; i <= 100; i++)
        {
            //参数的取值范围 0 - 1 返回曲线没一点的位置
            //为了精确这里使用i * 0.01 得到当前点的坐标
            Vector3 vec = Bezier.Bezier_3(start.position, p1, p2, end.position, (float)(i * 0.01));
            //把每条线段绘制出来 完成白塞尔曲线的绘制
            lineRender.SetPosition(i - 1, vec);
        }
    }